Social Games in China - The New Import/Export Business!James Gwertzman
The document discusses the Chinese social gaming market, providing examples of popular social network games in China along with screenshots and data on metrics like monthly active users and revenue. It also outlines some of the key differences in the Chinese market compared to Western markets and regulatory hurdles for foreign game developers looking to enter the Chinese market. Government agencies that oversee the game industry and a basic process for setting up an office in China are also summarized.
The document discusses the mixed reception of the video game No Man's Sky. It was met with high expectations due to marketing hype, but was criticized for missing promised features. While some fans felt lied to, others believe the content is there but not discovered yet due to the vast number of planets. Modders have tried to add missed features back into the game through mods. The developer acknowledges they may not have lived up to the hype but are continuing to support the game through updates.
Messenger Games 2017 Year in Review | James C SmithJessica Tams
This document provides a year in review of Instant Games developed by Messenger Games. It summarizes statistics on the most popular types of Instant Games, including sports, classic tabletop, and arcade games. It also describes features of multiplayer Instant Games, such as asynchronous turn-based and live multiplayer, sending invitations and updates to friends, and using bots to send messages to players. Examples are given of different types of messages that can be used, such as welcome messages, prompts to return to the game, and messages about new content or leaderboard updates.
The document discusses key elements of storytelling for games. It identifies storyline, having a point or purpose, character personality and development, an interesting game world to explore, backstory, and a satisfying ending as important elements. It provides examples from games like Metal Gear, Final Fantasy, Dark Souls, and Skyrim to illustrate how these elements can enhance a game's narrative. The conclusion states that combining these different elements is what allows some games to have memorable stories.
This document discusses strategies for achieving word-of-mouth marketing success for mobile apps and games. It identifies the key factors that make content go viral as being simple, unexpected, concrete, credible, emotional, and having a compelling story or structure. Charts show that 70% of players discover new games through word-of-mouth from friends and family rather than advertisements or reviews. The document advocates designing every aspect of a game and its accompanying media and messaging around these factors to maximize sharing and discovery.
iGames Summit Using Fun to Drive Social Distribution of iPhone Games to creat...Nicole Lazzaro
Nicole Lazzaro of XEODesign presents
Using Fun to Drive Social Distribution of iPhone Games. At the iGames Summit March 19, 2009 in San Francisco
Tilt Sneak Peek: http://youtube.com/xeodesign
The document discusses how game development has become easier to get into, but provides warnings about not finishing projects. It recommends participating in game jams and one game a month challenges to help finish games. Specific games the author developed at jams and for challenges are listed. Resources for developing games are also provided.
Social Games in China - The New Import/Export Business!James Gwertzman
The document discusses the Chinese social gaming market, providing examples of popular social network games in China along with screenshots and data on metrics like monthly active users and revenue. It also outlines some of the key differences in the Chinese market compared to Western markets and regulatory hurdles for foreign game developers looking to enter the Chinese market. Government agencies that oversee the game industry and a basic process for setting up an office in China are also summarized.
The document discusses the mixed reception of the video game No Man's Sky. It was met with high expectations due to marketing hype, but was criticized for missing promised features. While some fans felt lied to, others believe the content is there but not discovered yet due to the vast number of planets. Modders have tried to add missed features back into the game through mods. The developer acknowledges they may not have lived up to the hype but are continuing to support the game through updates.
Messenger Games 2017 Year in Review | James C SmithJessica Tams
This document provides a year in review of Instant Games developed by Messenger Games. It summarizes statistics on the most popular types of Instant Games, including sports, classic tabletop, and arcade games. It also describes features of multiplayer Instant Games, such as asynchronous turn-based and live multiplayer, sending invitations and updates to friends, and using bots to send messages to players. Examples are given of different types of messages that can be used, such as welcome messages, prompts to return to the game, and messages about new content or leaderboard updates.
The document discusses key elements of storytelling for games. It identifies storyline, having a point or purpose, character personality and development, an interesting game world to explore, backstory, and a satisfying ending as important elements. It provides examples from games like Metal Gear, Final Fantasy, Dark Souls, and Skyrim to illustrate how these elements can enhance a game's narrative. The conclusion states that combining these different elements is what allows some games to have memorable stories.
This document discusses strategies for achieving word-of-mouth marketing success for mobile apps and games. It identifies the key factors that make content go viral as being simple, unexpected, concrete, credible, emotional, and having a compelling story or structure. Charts show that 70% of players discover new games through word-of-mouth from friends and family rather than advertisements or reviews. The document advocates designing every aspect of a game and its accompanying media and messaging around these factors to maximize sharing and discovery.
iGames Summit Using Fun to Drive Social Distribution of iPhone Games to creat...Nicole Lazzaro
Nicole Lazzaro of XEODesign presents
Using Fun to Drive Social Distribution of iPhone Games. At the iGames Summit March 19, 2009 in San Francisco
Tilt Sneak Peek: http://youtube.com/xeodesign
The document discusses how game development has become easier to get into, but provides warnings about not finishing projects. It recommends participating in game jams and one game a month challenges to help finish games. Specific games the author developed at jams and for challenges are listed. Resources for developing games are also provided.
Newzoo insights us_social_casino_markets_v1.0Emma Li
The document summarizes key insights from Newzoo's report on the US social casino market. It finds that almost half of social casino gamers have spent money in the past 6 months, with Hit It Rich! having the highest share of paying gamers. It also reports that most players spend 2-5 hours per week playing one franchise, and that Big Fish Casino is the most commonly played franchise along with others. Finally, it indicates that DoubleU Casino players are most likely to find it too challenging compared to other franchises.
This document analyzes video game sales data across several parameters: type of game, publisher, platform, and sales regionally. It finds that while the number of game releases peaked in 2010, games targeted at teens have the highest sales. The most popular genres worldwide are action games, except in Japan where role-playing games are most popular. PlayStation 2 had the most game sales for many years but declined after 2005 as newer consoles launched. Recently, PlayStation 4 has become the most popular platform. Statistical analysis shows that console gaming sales outperform PC gaming sales globally, so console gaming is not dying relative to PC gaming.
This document provides tips for making social games successful. It recommends developing games for popular social networks like VZnet, which has over 33 million game installs. It suggests using open standards like OpenSocial instead of proprietary interfaces. Games should be social and interactive instead of hardcore, and allow social features like cross-promotion between apps and interactions between players. Names and themes should be easily understood instead of obscure fantasy terms. Reaching players on mobile devices can also extend a game's audience.
The document provides a deconstruction report of the video game Call of Duty: Ghosts. It summarizes the visual style, gameplay, interface, genre, target audience, unique selling point, positive and negative aspects. The visual style is rated 8/10 for its vibrant colors but cartoony look. Gameplay receives a perfect 10/10 for its smooth performance and new features. The interface is rated 7/10 despite large maps, and the genre action/adventure rates 8/10. Overall the game is given a rating of 40/50.
Discord is a communication platform for gamers that allows users to host voice and text chat channels. It was founded in 2015 by Jason Citron, who previously sold his company OpenFeint for $104 million. Discord now has over 200 million active users and generates revenue through merchandise, cosmetics, and their Nitro subscription service. They are shifting focus from Nitro to reopening their digital game store to increase revenues.
Online gaming can take many forms including massively multiplayer online games accessed through websites or downloaded games. There are several main genres including action, fighting, adventure, role-playing, simulation, strategy, shooting, racing, sports, rhythm, and puzzle games. Games are promoted through word-of-mouth, online advertisements, television commercials, and billboards. Payment options vary by platform but include purchasing codes from stores, using credit cards, mobile payments, and PayPal. While gaming has pros like high-quality experiences, it also has cons such as high up-front costs and potential for eye strain on small screens.
David vs. GoliathVille: A Call to Arms for Social Game DesignersScott Siegel
My Design Track Keynote from the 2010 Montreal International Game Summit. From the description:
As the social gaming space is increasingly dominated by major players, we as an industry already run the risk of stagnation in our newest field. Intended as a call to arms for indies, this talk seeks to dispel the myths surrounding what "success" means in social game development. Market share is not the only winning path -- no matter what the VC's tell us -- and we’ll break down how indies are in a unique position to innovate, take risks, move fast, and push the medium forward in a way that the lumbering goliaths are unable (or unwilling) to do.
World of scriptcraft. The collective remaking of computergameskristineask
1) Gamers collectively remake computer games through modifying game code and strategizing online. This process extends the game outside of its original boundaries.
2) In the MMO game discussed, players work together in raids to defeat challenging monsters. While raids involve teamwork and coordination, some see it as work.
3) Players describe the abilities and strategies for defeating the monster Kologarn. The community further extends the game through add-ons, guides, maps, logs, and discussions online to optimize raids.
DaSuppa is a game development studio founded in 2007 that has released 17 mobile games. Their 2014 game Metro 2033 Wars, based on the Metro 2033 novel series, earned over $4 million worldwide. They are now seeking $1.5 million in funding to market Metro 2033 Wars globally, develop a sequel called Metro II, create a second game using an established franchise by 2018, and fund an innovative VR/AR/procedural game project. DaSuppa believes this investment will allow them to earn $10 million in the next three years and grow their company significantly.
Feb campaign summary seventh generationKeith Butler
The document summarizes the results of a marketing campaign to acquire and engage fans. The campaign had a $15,000 media budget. It acquired 11,628 fans at a cost of $1.29 per fan, which was lower than the target of $3.25 per fan. Visitors who played social games on the site were 100 times more likely to share content and spent on average 15 minutes per visit, 15 times more engagement than other site visitors.
Facebook launched its location-based service called "Places" which allows users to share their location and tag friends at the same location. Users can opt-out of the service if they want. Dove came up with a creative marketing campaign for their body lotion by writing messages on hotel room mirrors that would appear when the mirrors steamed up after guests showered. A Gillette ad featuring Roger Federer received over 5 million views in 5 days through viral marketing on YouTube. Sony created a Facebook game called "Media Monster Wars" where users could build a monster using content on their Facebook profile and battle their friends or Justin Timberlake. Barclays Bank created a Facebook game targeted at youth to promote their brand which was played
Take-Two Interactive Software Inc. is a publicly traded video game holding company founded in 1993. It owns two publishing labels: Rockstar Games, known for franchises like Grand Theft Auto, and 2K. Grand Theft Auto is Take-Two's most popular title, generating over $12 billion in sales. Take-Two uses a strategy of focusing on popular franchises, digital downloads, and deals with independent developers and esports. While it lost its founder Ryan Brant in 2006, it has continued finding success under current leadership and is predicted to have ongoing financial success.
Mad Skillz in WoW: 21st C Life Skills Acquired in World of Warcraft that Tran...Liz Danforth
The document discusses a survey of over 1,600 respondents about the transferability of skills learned from playing massively multiplayer online roleplaying games (MMORPGs) like World of Warcraft to real life. The survey found that a majority of respondents agreed they improved skills like knowledge sharing, problem solving, social computing, and cooperation from playing MMORPGs, and many respondents felt they were able to apply these skills outside of the game as well. The top three skills respondents strongly agreed they could transfer were knowledge sharing, problem solving, and cooperation.
Many a times people are confused on which slot games to go for. If you are in same place then you can get going for iphoneslotapps.co.uk. The website is one stop solution for all your queries related to slot games.
1) Social networks have found success in Japan through anonymity, mobile accessibility, and social games.
2) While foreigners have struggled to break into the Japanese social network market, domestic networks like Mixi and Line have grown rapidly by understanding Japanese preferences.
3) The Japanese enjoy sharing videos, illustrations, and commenting on friends' updates more so than photos, suggesting content should align with these interests to engage users.
Acquisition and transferability of 21st Century skills from an onlline virtual gaming environment. This is the longer, interactive version of the one-hour talk given in November. This version was presented as a pre-conference workshop at Arizona Library Assoc, Dec 7, 2009.
How to Make Your Games More Suitable for the Chinese Market | Gary HuangJessica Tams
Delivered at Casual Connect Asia 2016
The session will start with a short introduction of the Chinese mobile game market and then move to the main differences between Western and Chinese games. In this presentation, Gary will share how to make your games more popular in China.
Stories are commonly included in video games to enhance entertainment value, keep players interested for longer games, and help sell games. Stories can add context and meaning to competitive gameplay. They attract a wider audience and motivate continued play, despite increasing development costs. The appropriate amount of story depends on factors like game length, presence of characters, realism, and emotional depth. Longer, character-focused, realistic games with potential for rich emotions usually benefit most from stories, which can be structured as an eight-point arc of stasis, trigger, quest, surprise, choice, climax, reversal, and resolution.
El 17 de noviembre, un grupo de quintos visitó Verdecora donde participaron en un taller de jardinería plantando bulbos de tulipanes, exploraron la tienda viendo una gran diversidad de plantas y animales como cachorros, conejos y peces, y finalizaron el día tomando el desayuno y jugando en el parque, pasándolo de maravilla en su visita.
Facebook social games provide opportunities for branding through in-game advertising, sponsorships, and virtual gifts. The social gaming market is growing as more time is spent online and on mobile, though brands must be aware of the challenges of relying on social networks and generating revenue in new ways beyond advertising. Successful companies like Zynga generate hundreds of millions in revenue through the sale of virtual goods in popular games like FarmVille.
Newzoo insights us_social_casino_markets_v1.0Emma Li
The document summarizes key insights from Newzoo's report on the US social casino market. It finds that almost half of social casino gamers have spent money in the past 6 months, with Hit It Rich! having the highest share of paying gamers. It also reports that most players spend 2-5 hours per week playing one franchise, and that Big Fish Casino is the most commonly played franchise along with others. Finally, it indicates that DoubleU Casino players are most likely to find it too challenging compared to other franchises.
This document analyzes video game sales data across several parameters: type of game, publisher, platform, and sales regionally. It finds that while the number of game releases peaked in 2010, games targeted at teens have the highest sales. The most popular genres worldwide are action games, except in Japan where role-playing games are most popular. PlayStation 2 had the most game sales for many years but declined after 2005 as newer consoles launched. Recently, PlayStation 4 has become the most popular platform. Statistical analysis shows that console gaming sales outperform PC gaming sales globally, so console gaming is not dying relative to PC gaming.
This document provides tips for making social games successful. It recommends developing games for popular social networks like VZnet, which has over 33 million game installs. It suggests using open standards like OpenSocial instead of proprietary interfaces. Games should be social and interactive instead of hardcore, and allow social features like cross-promotion between apps and interactions between players. Names and themes should be easily understood instead of obscure fantasy terms. Reaching players on mobile devices can also extend a game's audience.
The document provides a deconstruction report of the video game Call of Duty: Ghosts. It summarizes the visual style, gameplay, interface, genre, target audience, unique selling point, positive and negative aspects. The visual style is rated 8/10 for its vibrant colors but cartoony look. Gameplay receives a perfect 10/10 for its smooth performance and new features. The interface is rated 7/10 despite large maps, and the genre action/adventure rates 8/10. Overall the game is given a rating of 40/50.
Discord is a communication platform for gamers that allows users to host voice and text chat channels. It was founded in 2015 by Jason Citron, who previously sold his company OpenFeint for $104 million. Discord now has over 200 million active users and generates revenue through merchandise, cosmetics, and their Nitro subscription service. They are shifting focus from Nitro to reopening their digital game store to increase revenues.
Online gaming can take many forms including massively multiplayer online games accessed through websites or downloaded games. There are several main genres including action, fighting, adventure, role-playing, simulation, strategy, shooting, racing, sports, rhythm, and puzzle games. Games are promoted through word-of-mouth, online advertisements, television commercials, and billboards. Payment options vary by platform but include purchasing codes from stores, using credit cards, mobile payments, and PayPal. While gaming has pros like high-quality experiences, it also has cons such as high up-front costs and potential for eye strain on small screens.
David vs. GoliathVille: A Call to Arms for Social Game DesignersScott Siegel
My Design Track Keynote from the 2010 Montreal International Game Summit. From the description:
As the social gaming space is increasingly dominated by major players, we as an industry already run the risk of stagnation in our newest field. Intended as a call to arms for indies, this talk seeks to dispel the myths surrounding what "success" means in social game development. Market share is not the only winning path -- no matter what the VC's tell us -- and we’ll break down how indies are in a unique position to innovate, take risks, move fast, and push the medium forward in a way that the lumbering goliaths are unable (or unwilling) to do.
World of scriptcraft. The collective remaking of computergameskristineask
1) Gamers collectively remake computer games through modifying game code and strategizing online. This process extends the game outside of its original boundaries.
2) In the MMO game discussed, players work together in raids to defeat challenging monsters. While raids involve teamwork and coordination, some see it as work.
3) Players describe the abilities and strategies for defeating the monster Kologarn. The community further extends the game through add-ons, guides, maps, logs, and discussions online to optimize raids.
DaSuppa is a game development studio founded in 2007 that has released 17 mobile games. Their 2014 game Metro 2033 Wars, based on the Metro 2033 novel series, earned over $4 million worldwide. They are now seeking $1.5 million in funding to market Metro 2033 Wars globally, develop a sequel called Metro II, create a second game using an established franchise by 2018, and fund an innovative VR/AR/procedural game project. DaSuppa believes this investment will allow them to earn $10 million in the next three years and grow their company significantly.
Feb campaign summary seventh generationKeith Butler
The document summarizes the results of a marketing campaign to acquire and engage fans. The campaign had a $15,000 media budget. It acquired 11,628 fans at a cost of $1.29 per fan, which was lower than the target of $3.25 per fan. Visitors who played social games on the site were 100 times more likely to share content and spent on average 15 minutes per visit, 15 times more engagement than other site visitors.
Facebook launched its location-based service called "Places" which allows users to share their location and tag friends at the same location. Users can opt-out of the service if they want. Dove came up with a creative marketing campaign for their body lotion by writing messages on hotel room mirrors that would appear when the mirrors steamed up after guests showered. A Gillette ad featuring Roger Federer received over 5 million views in 5 days through viral marketing on YouTube. Sony created a Facebook game called "Media Monster Wars" where users could build a monster using content on their Facebook profile and battle their friends or Justin Timberlake. Barclays Bank created a Facebook game targeted at youth to promote their brand which was played
Take-Two Interactive Software Inc. is a publicly traded video game holding company founded in 1993. It owns two publishing labels: Rockstar Games, known for franchises like Grand Theft Auto, and 2K. Grand Theft Auto is Take-Two's most popular title, generating over $12 billion in sales. Take-Two uses a strategy of focusing on popular franchises, digital downloads, and deals with independent developers and esports. While it lost its founder Ryan Brant in 2006, it has continued finding success under current leadership and is predicted to have ongoing financial success.
Mad Skillz in WoW: 21st C Life Skills Acquired in World of Warcraft that Tran...Liz Danforth
The document discusses a survey of over 1,600 respondents about the transferability of skills learned from playing massively multiplayer online roleplaying games (MMORPGs) like World of Warcraft to real life. The survey found that a majority of respondents agreed they improved skills like knowledge sharing, problem solving, social computing, and cooperation from playing MMORPGs, and many respondents felt they were able to apply these skills outside of the game as well. The top three skills respondents strongly agreed they could transfer were knowledge sharing, problem solving, and cooperation.
Many a times people are confused on which slot games to go for. If you are in same place then you can get going for iphoneslotapps.co.uk. The website is one stop solution for all your queries related to slot games.
1) Social networks have found success in Japan through anonymity, mobile accessibility, and social games.
2) While foreigners have struggled to break into the Japanese social network market, domestic networks like Mixi and Line have grown rapidly by understanding Japanese preferences.
3) The Japanese enjoy sharing videos, illustrations, and commenting on friends' updates more so than photos, suggesting content should align with these interests to engage users.
Acquisition and transferability of 21st Century skills from an onlline virtual gaming environment. This is the longer, interactive version of the one-hour talk given in November. This version was presented as a pre-conference workshop at Arizona Library Assoc, Dec 7, 2009.
How to Make Your Games More Suitable for the Chinese Market | Gary HuangJessica Tams
Delivered at Casual Connect Asia 2016
The session will start with a short introduction of the Chinese mobile game market and then move to the main differences between Western and Chinese games. In this presentation, Gary will share how to make your games more popular in China.
Stories are commonly included in video games to enhance entertainment value, keep players interested for longer games, and help sell games. Stories can add context and meaning to competitive gameplay. They attract a wider audience and motivate continued play, despite increasing development costs. The appropriate amount of story depends on factors like game length, presence of characters, realism, and emotional depth. Longer, character-focused, realistic games with potential for rich emotions usually benefit most from stories, which can be structured as an eight-point arc of stasis, trigger, quest, surprise, choice, climax, reversal, and resolution.
El 17 de noviembre, un grupo de quintos visitó Verdecora donde participaron en un taller de jardinería plantando bulbos de tulipanes, exploraron la tienda viendo una gran diversidad de plantas y animales como cachorros, conejos y peces, y finalizaron el día tomando el desayuno y jugando en el parque, pasándolo de maravilla en su visita.
Facebook social games provide opportunities for branding through in-game advertising, sponsorships, and virtual gifts. The social gaming market is growing as more time is spent online and on mobile, though brands must be aware of the challenges of relying on social networks and generating revenue in new ways beyond advertising. Successful companies like Zynga generate hundreds of millions in revenue through the sale of virtual goods in popular games like FarmVille.
Activate is a game developer and publisher founded in 1997 in Singapore with studios in Malaysia and Beijing. They have developed several successful Facebook games including a virtual photo sticker game called KatchaKatcha and a fishing role-playing game called Fish a Fish. Their upcoming game is a browser-based action RPG for Facebook and other social networks called Steel Odyssey - Evolution. They also develop casual games for iPhone and educational games for children.
500 facebook Ads Examples. 500 mẫu quảng cáo FB của các thương hiệu lớn cho ace tham khảo. Bao gồm 6 chủ đề: brands, digital product, e-commerce, mobile-app, mobile-game, services.
This document outlines Swaran Soft's Facebook marketing strategy and capabilities. The strategy includes setting up Facebook pages, advertising, community analysis, ongoing management and tracking key metrics like ads, fans, and posts. It also provides case studies on Domino's Pizza India gaining 70,000 likes in 45 days and an internal dashboard Honda uses to track online activity. Finally, it provides contact information for Swaran Soft, an ISO 9001-2008 certified company that has served clients like Honda, Samsung, and Domino's.
This document discusses how to create Facebook ads and provides information about different types of Facebook ads. It explains page ads, website ads, event ads, sponsored stories, video ads, application ads, comment ads, polling ads, gift ads, and hybrid engagement ads. It also discusses Facebook advertising terminology like reach, engaged users, and organic, paid, and viral reach. Finally, it lists top job posting websites in the US, UK, Canada, and India.
A snapshot of internet, social media, and mobile use in every country in the world. This report is part of a suite of reports brought to you by We Are Social and Hootsuite - read the other reports for free at http://www.slideshare.net/wearesocialsg/presentations
We Are Social's comprehensive new Digital in 2016 report presents internet, social media, and mobile usage statistics and trends from all over the world. It contains more than 500 infographics, including global data snapshots, regional overviews, and in-depth profiles of the digital landscapes in 30 of the world's key economies. For a more insightful analysis of the numbers contained in this report, please visit http://bit.ly/DSM2016ES.
The document discusses how social media and video games are converging, with gaming becoming a prominent feature of social networks. It outlines how social technologies in games enhance relationships and foster online communities. Games are inherently social, and companies are leveraging this by engaging fans through social media and facilitating feedback loops. Social games in particular offer accessibility and are highly addictive due to their social elements. The convergence of gaming and social media is helping to bridge cultural divides and make video games more mainstream.
This document discusses social games. [1] Social games are games played on social networks like Facebook that allow users to play with their friends and family. [2] Key features include being based on users joining from a social network and having asynchronous access and easy interfaces. [3] The document presents various views on social games, such as their economic potential but fierce competition, the need for continuous updates but short advantage of older versions, and the marketing benefits but also risks of internet bullying.
Social gaming involves games played on social networks that encourage sharing and interaction between players. Players work towards goals and are rewarded for engaging with others and recruiting friends. Most social games are free-to-play. Zynga is the largest developer and distributor of social games, with popular titles like FarmVille and CityVille. Facebook is home to many simple games played by millions. These games are turn-based, allow awareness of friends' actions, are casual, multiplayer, and based on social platforms like Facebook. Zynga develops games for Facebook and other networks. As of 2012, Zynga had over 300 million monthly active users. Their games have been very popular on Facebook.
Social gaming involves games played on social networks that encourage sharing and interaction between players. Players work towards goals and are rewarded for engaging with others and inviting friends to play. Most social games are free-to-play. Zynga is the largest developer and distributor of social games, with popular titles like FarmVille and CityVille. Facebook is home to many simple games played by millions that are turn-based, showcase friends' actions, are casual in nature, and multiplayer. Zynga develops games for Facebook and other networks, with over 300 million monthly active users. Their business relies on in-game purchases in free-to-play titles.
The document discusses the social game market and opportunities within it. It notes that social games have positive viral loops when the percentage of users inviting friends multiplied by the number of friends invited and the acceptance rate is greater than 1. This drives snowball growth. It also discusses how social games originated from games like farming and aquarium simulations on Facebook and drove the growth of social networks by being more social and engaging than the networks themselves. Social games are driving both user growth and revenue for social media platforms.
Social games are multiplayer games played on social platforms that allow direct or indirect interaction between players. Massively multiplayer online (MMO) games support large numbers of simultaneous players interacting in virtual worlds through internet connections, often requiring monthly fees. Both social games and MMOs are engaging and addictive, can be monetized, and reward social interaction. Good times to play include when free from other obligations and looking to relax with friends or earn money. The most played social games and MMOs have the highest numbers of subscribers. Marketers have promoted products in these games, like 7-Eleven opening a virtual store in a social game to gift players who purchase from real stores.
Social games are multiplayer games played on social platforms that allow direct or indirect interaction between players. Massively multiplayer online (MMO) games support large numbers of simultaneous players interacting in virtual worlds through internet connections, often requiring monthly fees. Both social games and MMOs are engaging and addictive, can be monetized, and reward social interaction. Good times to play include when free from other obligations and looking to relax with friends or earn extra income through new marketing channels on these popular games and their large player bases.
Delivered at Casual Connect Europe 2016.
When social gaming came onto the scene it brought previously unheard of numbers of players. Then content began moving from web to mobile devices. Now we are shifting from sharing statuses to sharing experiences. Consoles have embraced this concept with Kinetics and mobile social games offer their own shared experiences. Young players know only this kind of gaming. This session will focus on what’s next: A combination of Kinetics and virtual reality offering synchronous and multiplayer experiences.
The document discusses key details about the global games market including:
- Gamers span all ages but core gamers are typically 18-49 years old.
- There are different types of gamers from core to casual.
- The global games market is expected to grow to $86 billion by 2016.
- YouTube is an important community for gamers to watch gameplay videos.
- Digital downloads are convenient but physical games allow resale and collecting.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
The document discusses advergames and their benefits for advertising. It notes that 53% of Facebook users play games on the platform, and that advergames are a way for brands to reach audiences spending increasing time online and on social media. The document outlines the key components of advergames like Facebook integration, data capture, customization and viral features. It provides examples of different game types and discusses how advergames can boost page likes, engage users and generate revenue for brands through player interactions.
The document discusses research into social games on Facebook. It summarizes interviews with 18 Facebook users who play or have played social games. Key findings include: players see social games as casual time-killers rather than "real" games; motivation comes from relieving boredom and organizing in-game tasks; frustration arises from notification spam. The research aims to understand user experiences and inform theories and tools for designers.
The Four Keys to Fun: Designing Emotional Engagement and Viral Distribution w...BayCHI
1. The document discusses the four keys to designing viral games: hard fun of challenge and mastery, easy fun of exploration and imagination, serious fun to create and express value, and people fun for social bonding.
2. It provides examples of games for each key and explains how emotions like curiosity, fiero, excitement, and amusement can be elicited through game mechanics and social features.
3. The document advocates designing games with simple and mobile gameplay, as well as social features, to increase the number of players and facilitate viral distribution through social networks and emotions like friendship.
The Four Keys to Fun: Designing Emotional Engagement and Viral Distribution without Spamming Your Friends
Nicole Lazzaro, XEODesign
Often ignored by usability, neuroscience now proves that emotion deeply connects decision making and performance. Emotions also coordinate the actions between people. Therefore the next design challenge for desktop and cloud applications is not making a UI "easy," but rather making it more emotional and social. The trick is that emotions and social experiences cannot be designed directly.
This presentation covers how the choices in games craft player emotions to increase engagement. In addition to competition there are game mechanics that increase curiosity and others that create social bonding that makes team work possible. We will examine these 4 Keys to Fun plus new social mechanics from XEODesign's research to see how successful social media and iPhone games offer more playful interfaces that increase engagement, loyalty, and viral distribution. By adding these kinds of choices designers can drive user behavior to create more engaging experiences.
From XEODesign's latest player research we will look at:
• How games create emotion and self-motivation
• What mechanics and emotions drive social engagement, networking, and increase social bonding
• How player choices create emotions such as Schadenfreude, Fiero, Curiosity, and Love
• The emotions and mechanics that drive viral distribution.
Comparing examples from social media such as Twitter and Facebook to games on the web, console, and iPhone we draw out the secrets of social play and the emotions that makes something viral. Come hear the latest research results on emotions and games played on iPhones and social networks and what that means for more serious applications.
Gamification: The reality of what it is and what it isn'tTNS
Kyle Findlay, TNS Global Brand Equity Centre, South Africa and Kirsty Alberts, TNS Global Brand Equity Centre, South Africa
"Gamification" is a buzzword currently reverberating across the internet - but how much of it is hype vs. reality? Sitting at the cross-roads between behavioural economics and video games, gamification brings behaviour change methodologies into the digital age by explicitly providing us with the mechanics to improve user engagement. In theory, "gamifying" any process, from filling in tax forms in the real world to shopping on Amazon.com, should increase user engagement and overall satisfaction. The presentation will test these claims. It will investigate just what gamification really is and what it is not. The presenters will highlight recent research they have conducted into this topic along with interviews with various members of some of the tech companies that are at the forefront of this trend.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
Blizzard Entertainment is a video game company known for popular games like World of Warcraft, Starcraft, Overwatch, and Diablo. This presentation focuses on their massively multiplayer online role-playing game World of Warcraft, their most successful title. Blizzard uses integrated marketing communication strategies including advertising, sales promotions, public relations events like Blizzcon, and social media to engage customers new and old. While still dominating its genre, World of Warcraft faces competition from titles like Elder Scrolls Online, addressed through Blizzard's customer-focused approach to development.
Semelhante a Lessons learned from SNS games at PopCap (20)
The benefits of operating a free-to-play "game-as-a-service" are well known: elastic pricing, a direct relationship with your players, longer lifespan, and an opportunity to fine-tune after launch. But to fully realize these benefits, you need to plan your live operations strategy as carefully as you plan your game. This talk will show how you can build an effective LiveOps strategy using PlayFab.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
Commander's Intent: Managing Through UncertaintyJames Gwertzman
The document discusses commander's intent and how to effectively communicate it. It advocates keeping the intent concise by focusing on the most important thing to achieve. Subordinates should be given autonomy in how to achieve the intent while alignment is ensured through back briefings where subordinates check their understanding and leaders gain clarity.
The Future is Operations: Why Mobile Games Need BackendsJames Gwertzman
The future of mobile gaming is in operations. It’s not enough to just have great gameplay — that’s table stakes now. Winning games need to be able to engage their players long after launch and keep them coming back for more. To do that you need a great live operations strategy and the backend tools to execute it. And while it used to be that if you wanted a backend for your game, you had to build it yourself, companies like PlayFab and others are now making it easy for everyone.
Behind the Scenes: Deploying a Low-Latency Multiplayer Game GloballyJames Gwertzman
A deep dive into the guts of running a low-latency multiplayer game on a global scale using Amazon Web Services. You’ll get the details on how the Top 10 F2P shooter Loadout was launched on both PC and PS4 and how PlayFab’s complete backend and live game operations platform is architected to handle the scale these kind of games demand. Delivered on July 7 at the AWS Loft in San Francisco.
Launching a great F2P game isn’t enough these days to win. You need a great live operations strategy as well — and the tools to execute it. We’ll talk about how to build our your operations plan and then take a deep dive into one key component: in-game events.
Technical Disruption and a New Golden Era of GamesJames Gwertzman
Faced with technical disruption, games companies are poised to return to what they do best: focus on high-quality gameplay and entertainment. Speech delivered at the Opening Summit of the International Games Week on April 21, 2015.
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
Online games have suffered from some high-profile failures recently. This talk from 2013 looks at some of the root causes and the need for better tools now that games are now effectively high-performance transaction systems.
Slides from a GDC 2013 talk on how PopCap achieved success in China with a local adapation of Plants vs. Zombies -- and general advice for any western company considering entry into the Chinese market.
This is a presentation I gave at "Career Day" to graduating seniors at my children's school last fall. I'm sure most of the lessons in here went in one ear and out the other, since you can't really understand this stuff until you've been out there for a while.
Originally presented at GDC 2004, this was a candid, no-holds-barred look at why my first start-up company, Escape Factory, ultimately failed. There are plenty of stories out there about game studios that succeed, but not enough about studios that fail.
This presentation was also in part an attempt to make good on a promise to our angel investor to share all the lessons we learned setting up Escape Factory.
Definitive Guide To Funding Your Video Game MasterpieceJames Gwertzman
Originally presented at the 2007 Casual Connect conference, this presentation delivers a quick tour through all the various funding mechanisms available to start-up video game studios to get their games funded.
Originally presented at LOGIN 2009, this is a fast-paced and colorful trip through PopCap's first year in China, with advice for any company considering the challenge of entering the Chinese market (or any developing country, for that matter).
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
The Future of Independent Filmmaking Trends and Job OpportunitiesLetsFAME
The landscape of independent filmmaking is evolving at an unprecedented pace. Technological advancements, changing consumer preferences, and new distribution models are reshaping the industry, creating new opportunities and challenges for filmmakers and film industry jobs. This article explores the future of independent filmmaking, highlighting key trends and emerging job opportunities.
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
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Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
Sara Saffari: Turning Underweight into Fitness Success at 23get joys
Uncover the remarkable journey of Sara Saffari, whose transformation from underweight struggles to being recognized as a fitness icon at 23 underscores the importance of perseverance, discipline, and embracing a healthy lifestyle.
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
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At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
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Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
16. Designing a “social” game Social games emphasize relationships Lots of interaction with other users Interaction is integral to the gameplay Blitz started with just high-score posting Added more “social” features over time “team score” for prize competition Trash talking & showing off
17. Cheating Cheating against your friends is generally no fun and is self-policing… Not so cheating against the world… These players are playing a very different game
18. Cheating It’s very hard to protect against determined hackers… so design to minimize the impact